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Messages - Tumemust

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1
Hey guys,

In the depths of Canifis' swamp a catacomb filled with ancient vampires has been found. You can challenge the ancient Vampire Vanstrom Klause in groups of up to four players in an instanced dungeon. There's new weapons to find, new clothes and new best in slot necklaces for every combat style. In other news we have lots of smaller reworks and fixes improving overall gameplay.

Vampire Catacombs - Vanstrom Klause
A new and unique dungeon has opened in the depths of Canifis' swamp. The catacombs are in the south-eastern part of the swamp just north of the vyrewatch city. Vanstrom Klause is an elder vampire that rests with many other vampires beneath the ground. You need to complete the dungeon and kill Vanstrom Klause for every boss drop. It's an instanced group experience for up to 4 players. The difficulty of this dungeon has been increased when comparing it to other group bosses. It is also highly recommended to have a dedicated tank in your group because some mechanics require taking a lot of damage.


Vanstrom Necklace
You need to become creative when utilizing the blood of an elder vampire that even comes in different forms. A high Invention skill level of 85 is required to create powerful necklaces. These items do not degrade and offer the highest combat bonuses for a given attack style:
  • Frenzy: melee necklace
  • Hawkeye: ranged necklace
  • Mystic: magic necklace
  • Holy: tank necklace
You will find those new pieces of equipment useful on your adventures. These necklaces cannot be traded and turn into a degraded state when lost upon death. Meaning that once created you cannot lose them unless you manually destroy the items.

Blisterwood weapons
There's three new and degradeable weapons that can be fletched and smithed from blisterwood logs:
  • Blisterwood stake: level 70 thrown weapons
  • Blisterwood staff: level 70 two-handed magic weapon
  • Blisterwood pole: level 70 two-handed halberd
All blisterwood weapons deal silver type damage and thus give additional 20% accuracy and damage against vampires. The damage type of magic spells is overwritten when using blisterwood. They degrade after 5000 hits in combat or being thrown away. The weapons cannot be traded.

Two-handed Magic Weapons
With the blisterwood staff we now have our first two-handed magic weapon that hits harder but attacks slower. I would like to expand on this idea in the future to have more diversity for magical weapons similar to melee and ranged variants.

Darkmeyer Clothes
Broken pieces can be found as drops from vampires. These need to be repaired with a needle and thread to create Darkmeyer clothes. They give protection against aggression from vampires and offer bonuses for all combat styles. You need to be at least level 62 in all combat stats to equip Darkmeyer parts.


Death Item Spawn Locations
It was sometimes unclear and often also random where items would spawn if you died inside of a bossing area. I've changed the item spawn locations for bossing areas to always be OUTSIDE the actual dungeon. For example if you died while fighting a God Wars Dungeon boss, your items would have dropped outside of the bossing room. Which might be difficult to get or you might just die again while trying to retrieve your items. The item drop location will now be outside of the actual dungeon. Meaning they will show up just before you enter the God Wars Dungeon. This rule was applied to all item spawn locations including Har'Lakk, Kal'Ger, Yk'Lagor, entire GWD, Smoke dungeon, Kalphite lair, King black dragon and Vanstrom Klause. The Corporeal Beast spawn location was left untouched.

Hit Splats and Entity Height - Avoiding Visual Clutter
I've updated the way entity heights for health bars and head icons are calculated. They will be more constant and move around less when animations play. You will feel this especially when fighting vampires in their flying form. Hit splats now also have constant positions with a fade-in and fade-out effect. The aim of this change is to give a smoother experience of combat information and avoid visual clutter. That is done by trying to avoid having too many things that move around a lot. This was especially a problem when a lot of hit splats needed to be rendered on a single entity.

Hiscores
New activity scores have been added to the Hiscores. There have also been changes to the layout to better support future filters for desktop and mobile layouts. Player names and skill names have become clickable throughout the page so that navigation becomes easier. The loading gif was removed because it was always flashing up for a split second - it came from a time where loading data took longer than a second.

Animation Quality
This setting how has a larger impact on actual animation smoothness and resulting performance. Lower settings will help slower computers much more to get higher fps rates. I've also improved the animation streaming code a little by only updating color buffers when necessary. This results in overall better performance when rendering a lot of animations on screen.

Game fixes / changes:
  • The size of POH's menagerie was increased from 30 to 40 pets.
  • Dragon ornament kit is now correctly named on the Grand Exchange.
  • The God Wars Dungeon entrance has been fixed. It was too far into the ground.
  • You now get the correct message when reaching the dimension limit of your POH.
  • Getting a set piece of the chicken costume is now broadcasted.
  • The aggression of monsters in the Abyss has been changed. They are now always aggressive towards all combat levels.
  • The right-click option "collect" of bankers can now be used to retrieve sold or bought items from the Grand Exchange.
  • Tool Leprechauns have been added to every Farming location on the map.
  • Invention tasks that require you to obtain Demon, Ancient or Spiritual energies have been removed.
  • The daily task variety has been reworked for skills with a lot of different potential tasks such as Invention or Construction. Your task will now be drawn out of a larger pool of potential tasks.
  • The up / down dialogue options for various stairs have been fixed.
  • Being afk and sitting down no longer triggers while skilling.
  • Bleed damage can now be reduced by armour block values.
  • Sacred clay can once again be created by using clay on an altar. The speed at which you offer items to altars has been increased significantly as well.
  • The Lunar spell 'Monster Examine' now also shows weaknesses of enemies.
  • Pure essence have been added to the game. They count as double the amount of normal rune essence when creating runes. At the moment they can only be received as a drop but will become available through other means shortly.

Engine fixes / changes:
  • Flying vyrewtach now have a fixed position of their health bar to avoid too much visual clutter during animations.
  • Bosses or monsters with a lot of hitpoints now have a larger hitpoints bar.
  • Shadows received a second pass for outline smoothening.
  • Game tick is now calculated more accurately.
  • The radius and height calculation of animated npcs has been improved. It's now done during animations instead of a separate pass resulting in better performance.
  • The projectile calculation has been improved. Overshooting is no longer possible which resulted in weird flickering and a fadeout animation has been added.
  • It's no longer possible to have the map viewer open while the map is loading. That combination was causing weird flickering issues of animated objects in the world. The map viewer automatically closes when the map starts loading.
  • A bug in the asset updater was found and fixed. Fresh game installs will now download much quicker and more reliably. The download speed for missing assets is using full capacty when on the login screen.

I hope you're enjoying the new boss Vanstrom Klause. It's a unique experience and also is more difficult than other existing content. I wanted to give you a dungeon that is similar to a smaller raid in other games. Please let me know what you think of it! Do you prefer single bosses or an entire dungeon combined with an endboss? :D

All the best,
Thomy


Fixes November 26th:
  • An attempt was made to fix the buggy transformation animations that sometimes occur for vampires. I will keep monitoring if this fixes the problem all together and apply patches when necessary.
  • Vanstrom Klause can no longer get stuck in his frenzy. If he is stuck and cannot attack a player he will start attacking everyone with mage instead.
  • A portal was added when Vanstrom Klause dies that allows you to leave the dungeon.
  • Teleporting out of the Vampire catacombs no longer places you outside but at the location you wanted to teleport to.
  • Kill logs and kill counters for Vanstrom Klause have been fixed.
  • Smithing chrysos armour is working again.
  • Crafting black leather is working again.
  • There will be no more drop messages when you get a drop in the Vampire catacombs but have died and aren't in the dungeon anymore. This wasn't a bug, you are not supposed to get a drop when you aren't around when the kill happens. Kill scores also only count when nobody dies in the dungeon!
  • Instances no longer spawn double bosses.
  • Various monster aggressions have been fixed.
The following users liked this post: Tumemust

2
Screenshots / New Mod Hax
« on: April 07, 2018, 08:20:37 pm »
#Selfie
omg he can run on water!!! and sometimes he even flies!


Est  Mauler steadsfast boots hax.
the next barry allen (the flash).
:kappa:

edited:
________________________________________
hax confirmed
The following users liked this post: Tumemust

3
Screenshots / Re: Emps-World Meme Center
« on: December 21, 2017, 08:37:23 pm »
The following users liked this post: Tumemust

4
Goals & Achievements / Finally, my goal is accomplished.
« on: December 17, 2017, 09:50:51 pm »
So, my main goal to this day was to complete all barrow sets, and i was mainly missing out on just one piece.
This is the main info of the achieved goal:
Chest killcount:



Always did 32 chest runs every trip before banking with current setup:




Loots:



Some of the stuff was also lost/used. Bringing up to total of 137 Items(2 lost in pvp; K top, T helm) and total of ~15k Bolts from 802 chests. As for the barrow arrows, the arrowtips you see in the screenshot is a loot from around 90 chests. With updated barrow loot, you will get less bolt racks and dragon darts per trip.

For my next goal, its probably going to be spam elite clue scrolls, mostly for coloured max cape.

and aside from that, nexing from time to time.

Edit to loot, forgot about dragon arrows(you wont get them from new chests anymore tho):
The following users liked this post: Tumemust

5
Events / 2ND EVENT HOSTED BY NATSUKIS.
« on: November 04, 2017, 04:45:30 pm »
since he asked my to do this post, here:
there will be hide & seek event in 80 mins (8.00pm Lithuanian time).
there will be 22 rounds, each round will have a rare as a reward. 3 players with most wins from 22 rounds will be added to a list of people who will get to participate in a 1-28 goodiebag event.




the second event is a duel arena tournament, you have to register here to be invited. the event will happen today (22,40pm Lithuanian time).
rules: you will only be allowed to box.
The following users liked this post: Tumemust

6
Suggestions & Ideas / Fury T kit
« on: October 21, 2017, 11:17:09 pm »
I think that fury t kit should be added to the elite casket drop table, and i suggest it to be added, because why not, currently the only way to obtain it is from normal caskets from fishing, and im not sure but i assume its quite rare, or at least less common to see players have it compared to sp and g kits.
The following users liked this post: Tumemust

7
Suggestions & Ideas / right click on pet
« on: October 20, 2017, 11:58:03 am »
Could you move the Walk here to Pick-up place, it will be easier to move, and no miss click on the pet!


http://prntscr.com/gzrbzr
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8
Suggestions & Ideas / Bob wants an updated
« on: October 16, 2017, 10:49:46 am »
The idea is simple, basically, give Bob the ability to fix everything in the inventory. It is similar to what Bob Barter does with potions.

       

This feature is nice to have but it's not necessary, in other words, if it is time-consuming we can come to it later.
The following users liked this post: Tumemust

9
Suggestions & Ideas / Re: Thomy can't handle it.
« on: October 15, 2017, 06:10:42 pm »

please no.
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10
Suggestions & Ideas / Re: Thomy can't handle it.
« on: October 15, 2017, 12:15:50 pm »

k
i
l
l

y
o
u
r
s
e
l
f
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11
Goals & Achievements / Re: frontpagebois
« on: October 15, 2017, 11:30:52 am »
sweet! but be careful of ironmen you are there Rival  :-X
The following users liked this post: Tumemust

12
Suggestions & Ideas / Automated broadcasts/announcements
« on: October 14, 2017, 09:24:08 pm »
The concept is fairly simple, broadcasting information. The information would broadcast on login and other things would be broadcast on a timer. Broadcasting rights should be given to admins, similar to yell. It would basically be a yell on repeat.

Important information about updates and bugs can be given to the community really easily. It would prevent the staff team from failing miserably at informing the community. Like with the recent stake bug and the protect item bug. It would also prevent countless people asking if there's been an update or not.

Broadcasts on login could also be put in private so that people will see them more easily, since most people have private on split.
The following users liked this post: Tumemust

13
Suggestions & Ideas / Grand Exchange suggestion
« on: October 14, 2017, 02:55:41 pm »
Could you add a new button for grand exchange as Collect all money!

Image as Example : > http://prntscr.com/gxcniw
The following users liked this post: Tumemust

14
Hey guys,

I've got many different changes and updates ready for today. Please take your time and read through them, especially our spooky Halloween event! ;)

Halloween
I've added a new miniquest for the event! Talk to Roddeck in Draynor's Manor. I won't spoil you with any details, but here's a screenshot of Muncher:

Who's Muncher? You'll find out during the quest.

DPS and Accuracy
I've added your current dps and accuracy values to the attack style tab. These values depend on current enemy you're fighting, so don't be upset if your dps becomes lower on bosses! In detail: The last enemy you've hit. With this update, I've also tweaked the accuracy formulas a little bit to make sure you're not constantly hitting 0s on your enemy. This also affects the accuracy of enemies though. This change is only felt in situations where you or your enemy are be really tanky, so boss fights or high level PvP scenarios. Your weakness is no longer protecting you literally almost completely from damage. It also makes sure that your minimum hit chance doesn't fall below values where you're basically not going to hit anything anymore.


I've also furtherly taken a look at the current dps values and found quite a few flaws in the system, especially with how bows and crossbows work. Bows are in general faster than whips and staves, so their max hit should be lower.

Here's a summary of what combat balancing changes were done:
  • Thrown weapons were nerfed, because they were outclassing other ranging weapons by far. I've reduced their strength bonus and accuracy by about 15-20% to make sure they are in a spot where they are useful, but won't be overperforming. They are more useful against low defence targets, but will get inaccurate against stronger enemies and thus less effective.
  • Morrigan thrownaxe special attack buffed.
  • Spirit shields: They are just way too strong. I've reduced their offensive bonuses from 15 to 10 and strength bonuses from 10 to 7. In my opinion a shield with defensive bonuses and a useful operate option shouldn't straight up outclass defenders.
  • Arrow strength reduced by 25%.
  • Bolt strength buffed by 20%.
  • Special attack of magic shortbow and seercull has been nerfed, the 2nd hit now deals 60% of its original damage. This change was necessary to ensure your opponent cannot 1 hit you by just pressing on the special bar. Fast weapons have their strength in speed and not special attack.
  • The accurate ranged style now gives 20% bonus accuracy instead of 10 additional accuracy. You give up 0.5s of attack speed when using this attack style, so you should really benefit from it.
  • Dark bow special attack max hit buffed. With the nerf previously done to arrows, this needed to be adjusted.
  • Accuracy bonuses of Dharok and Guthan increased from 121 to 138.

Engine updates:
  • Shadow angle has been adjusted. Before the patch shadows were drawn as if it was sunrise or sunset, whereas now as if it's noon. Please bear in mind that this doesn't mean that game times are possible. There's still a lot of lighting work required for that to work well.
  • Further improvements to ground textures. The game now detects more different kinds of grounds.
  • Major adjustments to the maploader have been done. Alpha and non-alpha models are now correctly separated and rendered. This increases performance on slower computers and ensures correctness of what's behind windows. I've also identified quite a few problems when new regions were loading, such as mispositioned npcs and/or objects in the scene. I've intensively tested and fixed everything that I could come across. I wasn't able to reproduce npc or object misplacements anymore, but please let me know if they still occur to you! Most reports I've seen came from Emps-Wars or Pest Control.
  • Resting animation no longer shows particles and weapons/shields.
  • Local teleporting (no new map is loading) no longer refreshes the player list. You'll feel this change especially in crowded agility areas or at boss fights where you can be knocked back.
  • Shadows of roofs or terrain above you (Slayer tower) is now correctly casted without having to reload the upper structure. This is basically a small bugfix for shadows.
  • Music player overhauled. New songs now buffer while the current song is fading out. Resulting in a smoother transition between old and new songs. Quickly switching between songs will now also cancel out old ones and only play the new one.
  • A bug was fixed where animations could completely cancel out on slower machines, e.g. mining.
  • Fixed an issue with items being dropped while the map was loading. This could rarely bug out items and make them invisible.

Game changes and fixes:
  • Poison purge aura has been fixed. It now heals correctly.
  • Effect Restoration code for leaving special areas (houses, duels, minigames, etc.) has been changed. You'll no longer lose all potion effects and stat restoring now depends on the situation. Leaving houses will no longer restore your prayer points or clear poisons. However leaving minigames will still do so. I've reviewed that part carefully and picked situations where negative effects should be cleared and where not.
  • Shop value for colored max capes increased.
  • Following monsters now also get the Slayer helm damage bonus on their minions: General Graardor, Kree'arra, K'ril Tsutsaroth, Commander Zilyana, Nex, Glacors, Smoke Demon Champion, Nechryael and Chronozon. The effect was already working on minions in fight caves, but I'll mention it here nonetheless.
  • Nex combat has received slight adjustments to ensure that all of her important animations are shown. Phases are now checked once every attack cycle and thus cannot cancel out some of her attacks. Moreover, aoe attacks now freeze Nex for 2 seconds instead of 1 to ensure everyone can clearly see that a dodgeable attack is incoming.
  • Items lost at the Smoke Demon Champion are now dropped outside of the boss room.
  • Inferno Adze can now be used while being in your inventory.
  • Godswords attack speed decreased (buffed) by 0.5 seconds. This has been a bug for a long time that I haven't ever noticed.
  • Attack speed of gladiator maul decreased (buffed) by 0.5 seconds.
  • Wilderness obelisks are now teleporting correctly again.
  • Certain music areas have been expanded (dungeons, GE, etc.)
  • Nex is now dropping a pet version of herself.

Modelling
I've created a custom model format for emps, which allows us to import and create models from 3rd party programs. We've created a mini nex version and flying pet dragons:


Oldschool Emps-World
I haven't really found time to develop it besides the current game and also probably won't in the future. I'm going to drop the project, because it won't be worth the time and effort. Creating a completely new game is imho a bad decision and would split the community apart. We've also recently grown and I'd like to continue developing what's proven to be successful. Nonetheless, I'll have a look at optionally enabling an oldschool look in the game for a more classic feeling.

I hope you enjoy this update! Let me know what you think of it with a reply below. I'm also sorry for not releasing a new boss by the end of October as promised, but the Halloween event, combat rebalancing and dps investigations were quite a hit on the development stack. I'll see to get it done as soon as possible. However, I am revealing some details of the upcoming bosses: It will be a similar challenge to Nex and 6 new weapons are planned; 2 per combat style. The requirements will be 85 in the respective combat skill and the weapons are coming as 1h and 2h variant. My aim is to make those weapons rather accurate than strong, so that they'll be useful in PvM but mediocre in PvP.

All the best,
Thomy



Fixes and Changes of 28th:
  • I've taken a closer look at spirit shields and their equipment alternatives and reverted their bonuses back to their original state. However, with this change, I'm also adjusting the ice shield: It now has the defensive bonuses of a tier 80 shield, but has its strength bonus changed from 10 to 5. I do realize that this is quite a big change, but it effectively can't just be a power-up to a spirit shields. I would like to keep spirit shields in their current state of being power shields. Meaning that they are giving you good offensive bonuses at the cost of defensive bonuses. This only works if other shields don't follow the power shield trend and thus the ice shield had to be adjusted.
  • Doors in houses are working again.
  • A bug with obelisks in the wilderness was fixed, which could get you stuck.
  • Certain pets can now be used as non-members: Muncher, Raven, Pet dragons and Present imps.
  • Pet following formula has been updated. Pets won't disappear anymore when teleporting and won't get stuck after using stairs.
  • Maxhit tooltip for magic shortbow and seercull updated.
  • The bolt ranged strength buff of 20% is a little bit too much. I've adjusted it to be 15% of their strength before the update, so it's now a 15% buff instead of a 20% one.
  • A bug was fixed where teleport graphics would flicker.
The following users liked this post: Tumemust

15
Suggestions & Ideas / Re: Double Exp and GA Ticket
« on: October 03, 2017, 09:01:50 pm »
I totally Agree with this suggestion, if some ironmen can get it by donating then it has to be tradeable.
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